Both Jedi felt the approach of the chameleon droids, and began the counterattack. The droids, using camouflage to hide from the Jedi, had already began laying mines within the temple, causing explosions that caused the caves to collapse.

Though they fought valiantly, the Jedi were unable to stop the detonation, and became trapped under a pile of rubble held aloft by the weakening Luminara's Force power. Meanwhile, traveling aboard SenatorPadmé Amidala's H-type Nubian yacht, Jedi MasterYoda sensed trouble on Ilum, and convinced Amidala to divert her course for the planet. Her bodyguard, Gregar Typho, was less easily persuaded, though a Jedi mind trick soon brought him around to Yoda's point-of-view. The yacht arrived at Ilum, and Yoda immediately set out for the Crystal Caves alone, asking his companions to remain with the ship. Amidala, however, braved the dangers of Ilum—both natural and otherwise—with C-3PO and R2-D2 in tow, believing Yoda would require her help.

Both Yoda and Amidala soon encountered the cloaked chameleon droids, though while they proved little match for Yoda's lightsaber, Padmé was forced to rely on her wits to survive their attack. She used her cloak as a decoy, sighting and destroying one of her attackers as they opened fire. Using the same trick with Threepio, she destroyed the last two droids.

C-3PO emerged from the firefight unscathed, and the team continued on its way. Presently, they encountered Yoda, who had by now rescued Unduli and Offee from the ruined temple. Though Yoda had completed his mission, he still did not know who had sent the chameleon droids. Artoo, plugging into a damaged chameleon droid's head, uncovered a hologram of Dooku ordering the temple's attack.

Gark is a mini boss you encounter shortly before the first boss encounter. This fight is straight forward with the exeception that Gark randomly calls for assistance spawning 3 to 4 adds to attack your party. As long as your tank maintains agro you should be fine.

On normal mode Gark drops a random green, on hard mode he will drop a tionese crystal.

This fight can be very difficult and healing intensive. Drinda, the lightsaber-wielding enemy, has a random agro table. He can only be tauned, there is no way to hold actual threat on him. This being the case, it is advisable to kill him first. Also, make sure to be interrupting his Force Lightning as it can be rather annoying.

Your tank meanwhile needs to also be keeping agro on Volasu until Drinda is dead. Once the party shifts attention to Volasu make sure to spread out a bit. He has an AoE knockback that can be hard to deal with for melee. Once he reaches a certain HP threshold (approximately 25-30%) 4 turrets will spawn. These need to be destroyed as soon as possible before they tear your party apart.

A helpful strategy, especially for Hard mode, is to bunch up while killing Drinda (as he jumps around a lot and can make healing difficult) so that your healer can use AoE heals, and then to spread out while fighting Volasu as his AoE knockback can be devastating on Hard mode.

The Krel Thak fight will be a fun exercise in burst healing and AoE tanking for players in those particular roles. The fight is a standard tank-and-spank with the exception of the adds Krel spawns. He will intermittently spawn 4 stealth adds while simultaneously blinding/stunning those in his immediate vicinity - make sure to use your PvP disable-breaking ability to get out of it if you're caught in it. The adds are tricky in that they're stealth and you need to do damage before they become visible. They also hit very hard, which is why it is key that your tank grab them immediately and your healer be prepared to do burst healing. Additionally, DPS should focus on AoEing down the group of adds before they can hurt the tank too badly.

After you get the rhythm of taking care of the stealth adds the fight is actually quite simple.

This boss is completely optional and is dependent on you completing the bonus mission as you progress through the flashpoint. Once you activate the last objective, the Guid Patriarch will burst through the wall in the cavern and the encounter will begin. The fight is a standard tank-and-spank like many others, but it also employs AoE stuns for those in melee range and a large knockback. For this reason, it is suggested that everyone keep as much distance as possible and for your tank to position with his/her back to the wall.

This mini boss fight is despite its initial appearance. Make sure to use Crowd Control (CC) on the elite Forsaken Sith Marauder and to burn down all the adds before focusing on Folek and you'll be fine. Item drops for this encounter work like Gark the Indomitable.

Your first order of business in this boss encounter should be to kill the add that fights alongside Darth Severin, luckily he goes down easily. After this, focus on burning down Severin himself. This fight can be a pain because it is very healing intensive. Severin randomly throws large crystals at your party members; your healer needs to make sure the party is being healed consistently. A nice tactic is to bunch together and let your healer use AoE heals to good effect. After a little bit of this, the second phase of the fight begins. Severin will begin stealthing and drop all accumulated agro. When he reappears, he will stun a target as well as continue throwing crystals. Your tank needs to be ready to taunt immediately. Once your tank and healer get into a rhythm of taunting and topping the party off this fight becomes quite easy.